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Showing 1 to 15 of 54 results Save | Export
Herder, Tiffany – ProQuest LLC, 2023
Educational video games often engage students intuitively with visuals with quick, responsive actions to immerse students in authentic disciplinary practice. In contrast, typical formal learning environments engage students in conscious reflection with visual representations to understand underlying disciplinary concepts. Research has examined how…
Descriptors: Educational Games, Video Games, Play, Learning Processes
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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
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Butcher, Luke; Ferguson, Graham – Journal of Vocational Education and Training, 2023
Vocational education and training (VET) is faced with the challenge of developing 21st century learners for rapidly changing workforces. As the industry is impacted by external market forces, greater digitalisation, and access to learning, learning must evolve. In this research, we propose VET can be enhanced by harnessing self-directed learning…
Descriptors: Vocational Education, Independent Study, Learning Processes, Games
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Rachelle Emily Rawlinson; Nicola Whitton – Electronic Journal of e-Learning, 2024
The increasingly neoliberal course of Higher Education is linked to rises in student anxiety around assessment and increased fear of the consequences of failure. Making mistakes is an inevitable part of any learning process (and of life generally) and managing failure in a productive and positive way is crucial for success and wellbeing beyond…
Descriptors: Educational Games, Play, Failure, Learning Processes
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Zi Juan Cheng; Chun Xiao Ma; Runke Huang; Ying Bai – Early Childhood Education Journal, 2025
In recent years, the concept of "deeper learning" has generated great interest in the field of preschool education in China. However, deep learning in the preschool stage is different from that in school education, as it requires explaining content characteristics, developing observational tools to identify deep learning, and exploring…
Descriptors: Preschool Children, Preschool Education, Learning Processes, Play
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Lenters, Kimberly; Mosher, Ronna; Hanzel, Stacey – English Teaching: Practice and Critique, 2023
Purpose: This paper aims to examine unexpected arrivals of adult-oriented digital media in the playful storied environments of Grades 1 and 2 classrooms and the possibilities such unsettling literacies may offer. Design/methodology/approach: Posthuman perspectives provide this study's theoretical grounding and methodological approach.…
Descriptors: Elementary School Students, Grade 1, Grade 2, Literacy
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Sneha Maji; Amritansh Saha; Harsh Pal – Discover Education, 2024
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Heritage Education
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Stefan Kucharczyk; Kenneth Pettersen; Jennifer Rowsell – Qualitative Research Journal, 2025
Purpose: This short article takes the play and passion of children's literacy as its focal point. Rather than orienting reading and writing around what should be taught or how children should respond and understand written text, in this short reflective essay we aim to explore the play and passion inherent in children's literacy practices. We do…
Descriptors: Play, Literacy, Early Childhood Education, Family Environment
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Garcia, Antero – Reading Research Quarterly, 2020
The author explored the literacy practices in tabletop gaming communities. Focusing on the role of spatiality and materiality in nondigital contexts, this study broadens how literacies research engages with sociocultural analysis of primarily analog settings. Building on experiences in playing the role-playing game Dungeons & Dragons, the…
Descriptors: Games, Role Playing, Learning Processes, Story Telling
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Colvert, Angela – Literacy, 2022
To support digital literacies in schools, fundamental reorientation and rethinking is required to develop 'appropriate' pedagogical practices which are aligned with (and extend) the current curriculum. To achieve this, new flexible frameworks and tools are needed to support educators to work creatively and productively within the current…
Descriptors: Technological Literacy, Play, Design, Teaching Methods
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von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
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Joni Tzuchen Tang – Education and Information Technologies, 2025
Children's gaming preferences, such as the types of games they enjoy, can significantly influence their engagement and learning outcomes. Research has shown that children are more likely to engage deeply and enter flow states when they play games that align with their interests. These preferences encompass specific game types, styles, difficulty…
Descriptors: Learning Processes, Academic Achievement, Learner Engagement, Daily Living Skills
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Toh, Weimin; Lim, Fei Victor – Interactive Learning Environments, 2023
In light of the growing phenomenon of parent-child digital co-play of online games, we conducted a study to understand the different ways of digital co-play and how they can offer opportunities for the child's learning. We analyse four cases of parent-child digital co-play on "Let's Play" gaming videos with "Roblox" on YouTube.…
Descriptors: Play, Parent Child Relationship, Video Technology, Computer Games
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Somkiat Kongthanajindasiri; Manop Sungkaew; Benchaporn Sawangsri – Journal of Education and Learning, 2025
In this study, we aimed to develop an active play learning model to enhance cognitive thinking skills in elementary school students. We employed a qualitative research methodology, targeting health and physical education teachers from schools in Suphan Buri Province in Thailand. We collected data through individual surveys and indepth interviews…
Descriptors: Foreign Countries, Play, Executive Function, Elementary School Students
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Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
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